27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
416 lines
12 KiB
C
416 lines
12 KiB
C
//#include "glquake.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#define VK_USE_PLATFORM_WIN32_KHR
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#define VKInstWin32Funcs VKFunc(CreateWin32SurfaceKHR)
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#endif
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#ifdef __linux__
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#define VK_USE_PLATFORM_XLIB_KHR
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#define VKInstXLibFuncs VKFunc(CreateXlibSurfaceKHR)
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#endif
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#define VK_NO_PROTOTYPES
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#include <vulkan/vulkan.h>
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#if defined(_MSC_VER) && !defined(UINT64_MAX)
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#define UINT64_MAX _UI64_MAX
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#endif
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//#define USE_DYNAMIC_STAGING //seems faster to not bother on nvidia. plus all other vendors seem to have host|device heaps
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#define THREADACQUIRE //should be better controlled
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#ifndef VKInstWin32Funcs
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#define VKInstWin32Funcs
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#endif
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#ifndef VKInstXLibFuncs
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#define VKInstXLibFuncs
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#endif
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//funcs needed for creating an instance
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#define VKInstFuncs \
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VKFunc(EnumerateInstanceLayerProperties) \
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VKFunc(EnumerateInstanceExtensionProperties) \
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VKFunc(CreateInstance)
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#define VKInstArchFuncs VKInstWin32Funcs VKInstXLibFuncs
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//funcs specific to an instance
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#define VKInst2Funcs \
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VKFunc(EnumeratePhysicalDevices) \
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VKFunc(GetPhysicalDeviceProperties) \
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VKFunc(GetPhysicalDeviceQueueFamilyProperties) \
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VKFunc(GetPhysicalDeviceSurfaceSupportKHR) \
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VKFunc(GetPhysicalDeviceSurfaceFormatsKHR) \
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VKFunc(GetPhysicalDeviceSurfacePresentModesKHR) \
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VKFunc(GetPhysicalDeviceSurfaceCapabilitiesKHR) \
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VKFunc(GetPhysicalDeviceMemoryProperties) \
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VKFunc(DestroySurfaceKHR) \
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VKFunc(CreateDevice) \
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VKFunc(DestroyInstance) \
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VKInstArchFuncs
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//funcs specific to a device
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#define VKDevFuncs \
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VKFunc(AcquireNextImageKHR) \
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VKFunc(QueuePresentKHR) \
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VKFunc(CreateSwapchainKHR) \
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VKFunc(GetSwapchainImagesKHR) \
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VKFunc(DestroySwapchainKHR) \
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VKFunc(CmdBeginRenderPass) \
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VKFunc(CmdEndRenderPass) \
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VKFunc(CmdBindPipeline) \
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VKFunc(CmdDrawIndexedIndirect) \
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VKFunc(CmdDraw) \
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VKFunc(CmdDrawIndexed) \
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VKFunc(CmdSetViewport) \
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VKFunc(CmdSetScissor) \
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VKFunc(CmdBindDescriptorSets) \
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VKFunc(CmdBindIndexBuffer) \
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VKFunc(CmdBindVertexBuffers) \
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VKFunc(CmdPushConstants) \
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VKFunc(CmdClearAttachments) \
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VKFunc(CmdClearColorImage) \
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VKFunc(CmdClearDepthStencilImage) \
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VKFunc(CmdCopyImage) \
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VKFunc(CmdCopyBuffer) \
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VKFunc(CmdBlitImage) \
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VKFunc(CmdPipelineBarrier) \
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VKFunc(CreateDescriptorSetLayout) \
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VKFunc(DestroyDescriptorSetLayout) \
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VKFunc(CreatePipelineLayout) \
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VKFunc(DestroyPipelineLayout) \
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VKFunc(CreateShaderModule) \
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VKFunc(DestroyShaderModule) \
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VKFunc(CreateGraphicsPipelines) \
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VKFunc(DestroyPipeline) \
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VKFunc(CreatePipelineCache) \
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VKFunc(GetPipelineCacheData) \
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VKFunc(DestroyPipelineCache) \
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VKFunc(QueueSubmit) \
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VKFunc(QueueWaitIdle) \
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VKFunc(DeviceWaitIdle) \
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VKFunc(BeginCommandBuffer) \
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VKFunc(ResetCommandBuffer) \
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VKFunc(EndCommandBuffer) \
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VKFunc(DestroyDevice) \
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VKFunc(GetDeviceQueue) \
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VKFunc(GetBufferMemoryRequirements) \
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VKFunc(GetImageMemoryRequirements) \
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VKFunc(GetImageSubresourceLayout) \
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VKFunc(CreateFramebuffer) \
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VKFunc(DestroyFramebuffer) \
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VKFunc(CreateCommandPool) \
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VKFunc(ResetCommandPool) \
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VKFunc(DestroyCommandPool) \
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VKFunc(CreateDescriptorPool) \
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VKFunc(ResetDescriptorPool) \
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VKFunc(DestroyDescriptorPool) \
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VKFunc(AllocateDescriptorSets) \
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VKFunc(CreateSampler) \
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VKFunc(DestroySampler) \
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VKFunc(CreateImage) \
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VKFunc(DestroyImage) \
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VKFunc(CreateBuffer) \
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VKFunc(DestroyBuffer) \
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VKFunc(AllocateMemory) \
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VKFunc(FreeMemory) \
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VKFunc(BindBufferMemory) \
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VKFunc(BindImageMemory) \
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VKFunc(MapMemory) \
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VKFunc(FlushMappedMemoryRanges) \
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VKFunc(UnmapMemory) \
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VKFunc(UpdateDescriptorSets) \
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VKFunc(AllocateCommandBuffers) \
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VKFunc(FreeCommandBuffers) \
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VKFunc(CreateRenderPass) \
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VKFunc(DestroyRenderPass) \
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VKFunc(CreateSemaphore) \
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VKFunc(DestroySemaphore) \
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VKFunc(CreateFence) \
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VKFunc(GetFenceStatus) \
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VKFunc(WaitForFences) \
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VKFunc(ResetFences) \
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VKFunc(DestroyFence) \
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VKFunc(CreateImageView) \
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VKFunc(DestroyImageView)
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//all vulkan funcs
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#define VKFuncs \
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VKInstFuncs \
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VKInst2Funcs \
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VKDevFuncs \
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VKFunc(GetInstanceProcAddr)\
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VKFunc(GetDeviceProcAddr)
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#ifdef VK_NO_PROTOTYPES
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#define VKFunc(n) extern PFN_vk##n vk##n;
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VKFuncs
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#undef VKFunc
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#else
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// #define VKFunc(n) static const PFN_vk##n vk##n = vk##n;
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// VKFuncs
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// #undef VKFunc
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#endif
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#define vkallocationcb NULL
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#ifdef _DEBUG
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#define VkAssert(f) do {VkResult err = f; if (err) Sys_Error("%s == %i", #f, err); } while(0)
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#else
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#define VkAssert(f) f
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#endif
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typedef struct vk_image_s
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{
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VkImage image;
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VkDeviceMemory memory;
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VkImageView view;
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VkSampler sampler;
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VkImageLayout layout;
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uint32_t width;
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uint32_t height;
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uint32_t layers;
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uint32_t mipcount;
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uint32_t encoding;
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uint32_t type;
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} vk_image_t;
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enum dynbuf_e
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{
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DB_VBO,
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DB_EBO,
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DB_UBO,
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DB_MAX
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};
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struct vk_rendertarg
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{
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VkFramebuffer framebuffer;
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vk_image_t colour, depth;
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image_t q_colour, q_depth; //extra sillyness...
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uint32_t width;
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uint32_t height;
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qboolean depthcleared; //starting a new gameview needs cleared depth relative to other views, but the first probably won't.
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VkRenderPassBeginInfo restartinfo;
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struct vk_rendertarg *prev;
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};
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extern struct vulkaninfo_s
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{
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unsigned short triplebuffer;
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qboolean vsync;
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VkInstance instance;
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VkDevice device;
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VkPhysicalDevice gpu;
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VkSurfaceKHR surface;
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uint32_t queueidx[2]; //queue families, render+present
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VkQueue queue_render;
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VkQueue queue_present;
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VkPhysicalDeviceMemoryProperties memory_properties;
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VkCommandPool cmdpool;
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#ifdef THREADACQUIRE
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#define ACQUIRELIMIT 8
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VkFence acquirefences[ACQUIRELIMIT];
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uint32_t acquirebufferidx[ACQUIRELIMIT];
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unsigned int aquirenext;
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volatile unsigned int aquirelast; //set inside the submission thread
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#else
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VkFence acquirefence;
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#endif
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VkPipelineCache pipelinecache;
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struct vk_fencework
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{
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VkFence fence;
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struct vk_fencework *next;
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void (*Passed) (void*);
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VkCommandBuffer cbuf;
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} *fencework, *fencework_last; //callback for each fence as its passed. mostly for loading code or freeing memory.
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int filtermip[3];
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int filterpic[3];
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int mipcap[2];
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float max_anistophy;
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struct descpool
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{
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VkDescriptorPool pool;
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struct descpool *next;
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} *descpool;
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struct dynbuffer
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{
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size_t offset;
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size_t size;
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size_t align;
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VkBuffer stagingbuf;
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VkDeviceMemory stagingmemory;
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#ifdef USE_DYNAMIC_STAGING
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VkBuffer devicebuf;
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VkDeviceMemory devicememory;
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#endif
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void *ptr;
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struct dynbuffer *next;
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} *dynbuf[DB_MAX];
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struct vk_rendertarg *backbufs;
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struct vk_rendertarg *rendertarg;
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struct vkframe {
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struct vkframe *next;
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#ifndef THREADACQUIRE
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VkSemaphore vsyncsemaphore;
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#endif
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VkSemaphore presentsemaphore;
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VkCommandBuffer cbuf;
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struct dynbuffer *dynbufs[DB_MAX];
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struct descpool *descpools;
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VkFence finishedfence;
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struct vk_fencework *frameendjobs;
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struct vk_rendertarg *backbuf;
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} *frame, *unusedframes;
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struct vk_fencework *frameendjobs;
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uint32_t backbuf_count;
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VkRenderPass shadow_renderpass; //clears depth etc.
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VkRenderPass renderpass[3]; //initial, resume
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VkSwapchainKHR swapchain;
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void *swapchain_mutex; //acquire+present need some syncronisation.
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uint32_t bufferidx;
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VkFormat depthformat;
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VkFormat backbufformat;
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qboolean neednewswapchain;
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struct vkwork_s
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{
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struct vkwork_s *next;
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VkCommandBuffer cmdbuf;
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VkSemaphore semwait;
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VkPipelineStageFlags semwaitstagemask;
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VkSemaphore semsignal;
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VkFence fencesignal;
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struct vk_fencework *fencedwork;
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struct vkframe *present;
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} *work;
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void *submitthread;
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void *submitcondition;
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void *acquirecondition;
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texid_t sourcecolour;
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texid_t sourcedepth;
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shader_t *scenepp_waterwarp;
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} vk;
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struct pipeline_s
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{
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struct pipeline_s *next;
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unsigned int permu:16; //matches the permutation (masked by permutations that are supposed to be supported)
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unsigned int flags:16; //matches the shader flags (cull etc)
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unsigned int blendbits; //matches blend state.
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VkPipeline pipeline;
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};
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uint32_t vk_find_memory_try(uint32_t typeBits, VkFlags requirements_mask);
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uint32_t vk_find_memory_require(uint32_t typeBits, VkFlags requirements_mask);
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qboolean VK_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
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qboolean VK_Init(rendererstate_t *info, const char *sysextname, qboolean (*createSurface)(void));
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void VK_Shutdown(void);
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void VKBE_Init(void);
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void VKBE_InitFramePools(struct vkframe *frame);
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void VKBE_RestartFrame(void);
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#ifdef USE_DYNAMIC_STAGING
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void VKBE_FlushDynamicBuffers(VkCommandBuffer buf);
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#else
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void VKBE_FlushDynamicBuffers(void);
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#endif
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void VKBE_Set2D(qboolean twodee);
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void VKBE_ShutdownFramePools(struct vkframe *frame);
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void VKBE_Shutdown(void);
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void VKBE_SelectMode(backendmode_t mode);
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void VKBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void VKBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
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void VKBE_SubmitBatch(batch_t *batch);
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batch_t *VKBE_GetTempBatch(void);
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void VKBE_GenBrushModelVBO(model_t *mod);
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void VKBE_ClearVBO(vbo_t *vbo);
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void VKBE_UploadAllLightmaps(void);
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void VKBE_DrawWorld (batch_t **worldbatches, qbyte *vis);
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qboolean VKBE_LightCullModel(vec3_t org, model_t *model);
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void VKBE_SelectEntity(entity_t *ent);
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qboolean VKBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
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void VKBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
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void VKBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
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void VKBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
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void VKBE_VBO_Destroy(vboarray_t *vearray, void *mem);
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void VKBE_Scissor(srect_t *rect);
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void VKBE_BaseEntTextures(void);
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struct vk_shadowbuffer;
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struct vk_shadowbuffer *VKBE_GenerateShadowBuffer(vecV_t *verts, int numverts, index_t *indicies, int numindicies, qboolean istemp);
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void VKBE_DestroyShadowBuffer(struct vk_shadowbuffer *buf);
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void VKBE_RenderShadowBuffer(struct vk_shadowbuffer *buf);
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void VKBE_SetupForShadowMap(dlight_t *dl, qboolean isspot, int texwidth, int texheight, float shadowscale);
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qboolean VKBE_BeginShadowmap(qboolean isspot, uint32_t width, uint32_t height);
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void VKBE_BeginShadowmapFace(void);
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void VKBE_DoneShadows(void);
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void VKBE_RT_Gen(struct vk_rendertarg *targ, uint32_t width, uint32_t height);
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void VKBE_RT_Begin(struct vk_rendertarg *targ, uint32_t width, uint32_t height);
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void VKBE_RT_End(void);
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void VKBE_RT_Destroy(struct vk_rendertarg *targ);
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struct stagingbuf
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{
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VkBuffer buf;
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VkBuffer retbuf;
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VkDeviceMemory memory;
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size_t size;
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VkBufferUsageFlags usage;
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};
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vk_image_t VK_CreateTexture2DArray(uint32_t width, uint32_t height, uint32_t layers, uint32_t mips, unsigned int encoding, unsigned int type);
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void set_image_layout(VkCommandBuffer cmd, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout old_image_layout, VkAccessFlags srcaccess, VkImageLayout new_image_layout, VkAccessFlags dstaccess);
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void VK_CreateSampler(unsigned int flags, vk_image_t *img);
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void *VKBE_CreateStagingBuffer(struct stagingbuf *n, size_t size, VkBufferUsageFlags usage);
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VkBuffer VKBE_FinishStaging(struct stagingbuf *n, VkDeviceMemory *memptr);
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void *VK_FencedBegin(void (*passed)(void *work), size_t worksize);
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void VK_FencedSubmit(void *work);
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void VK_FencedCheck(void);
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void *VK_AtFrameEnd(void (*passed)(void *work), size_t worksize);
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void VK_Draw_Init(void);
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void VK_Draw_Shutdown(void);
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void VK_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
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qboolean VK_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
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void VK_DestroyTexture (texid_t tex);
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void VK_DestroyVkTexture (vk_image_t *img);
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void VK_R_Init (void);
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void VK_R_DeInit (void);
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void VK_R_RenderView (void);
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char *VKVID_GetRGBInfo (int *truevidwidth, int *truevidheight, enum uploadfmt *fmt);
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qboolean VK_SCR_UpdateScreen (void);
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void VKBE_RenderToTextureUpdate2d(qboolean destchanged);
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